OmniLight Properties |
The OmniLight type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
EditorOnly | If true, the light only appears in the editor and will not be visible at runtime. | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Gizmo | The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor. | |
GlobalTransform | World space (global) Transform of this node. | |
Layers | The render layer(s) this VisualInstance is drawn on. This object will only be visible for Cameras whose cull mask includes the render object this VisualInstance is set to. | |
LightBakeMode | The light's bake mode. See LightBakeMode. | |
LightColor | The light's color. An overbright color can be used to achieve a result equivalent to increasing the light's LightEnergy. | |
LightCullMask | The light will affect objects in the selected layers. | |
LightEnergy | The light's strength multiplier (this is not a physical unit). For OmniLight and SpotLight, changing this value will only change the light color's intensity, not the light's radius. | |
LightIndirectEnergy | Secondary multiplier used with indirect light (light bounces). This works on both BakedLightmap and GIProbe. | |
LightNegative | If true, the light's effect is reversed, darkening areas and casting bright shadows. | |
LightSpecular | The intensity of the specular blob in objects affected by the light. At 0, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
OmniAttenuation | The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve. | |
OmniRange | The light's radius. Note that the effectively lit area may appear to be smaller depending on the OmniAttenuation in use. No matter the OmniAttenuation in use, the light will never reach anything outside this radius. | |
OmniShadowDetail | ||
OmniShadowMode | See OmniLightShadowMode. | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
Rotation | Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful. | |
RotationDegrees | Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle). | |
Scale | Scale part of the local transformation. | |
ShadowBias | Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed. | |
ShadowColor | The color of shadows cast by this light. | |
ShadowContact | Attempts to reduce ShadowBias gap. | |
ShadowEnabled | If true, the light will cast shadows. | |
ShadowReverseCullFace | If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with . | |
Transform | Local space Transform of this node, with respect to the parent node. | |
Translation | Local translation of this node. | |
Visible | If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true). |